MLAF races
Amazon – rerolls 40,000 apothecary 50,000
0-12 Linewomen 6 3 3 7 Dodge 50,000 (Gen only)
0-2 Throwers 6 3 3 7 Dodge, Pass 70.000
(Gen, Pass)
0-2 Catchers 6 3 3 7 Dodge, Catch 70,000 (Gen, Ag)
0-4 Blitzers 6 3 3 7 Block, Dodge 90,000 (Gen, St)
Special players (max of 2)
0-1 Siren 6 3 3 7 Dodge, Spellcaster Level 1, Siren Song 100,000
(Gen, Magic) replaces a Linewoman
0-2 Unicorns 7 4 3 8 Sprint, Sure Feet, *Horn 160,000 (St, big
guy) replaces a Blitzer
Special rules
Unicorns may never hold or handle the ball (no hands). Their
horn works like Horns and Razor Sharp Fangs together.
Araby – rerolls 70,000 apothecary 50,000
0-12 Bedouins 6 3 3 7 no skills 40,000 (Gen only)
0-2 Throwers 6 3 3 7 Pass 50,000
(Gen, Pass)
0-2 Eunuchs 4 4 2 8 no skills 70,000 (Gen, St)
0-4 Dervishes 7 3 3 7 Frenzy, Dauntless 90,000 (Gen, Ag)
1 Sheikh 7 3 3 8 Block, Dauntless, Jump Up 120,000 (Gen, Ag)
Special players (max of 2)
0-1 Muezzin 6 3 3 7 Spellcaster Level
1, Cry of Jyhad 80,000 (Gen, Magic) replaces a Bedouin
0-2 Eunuchs 4 4 2 8 no skills 70,000 (Gen, St) replaces a
Thrower
0-2 Dervishes 7 3 3 7 Frenzy, Dauntless 90,000 (Gen, Ag)
replaces a Eunuch
Special rules
Araby teams MUST have a Sheikh on their roster. If he dies, the
next purchase MUST be a new Sheikh. Araby teams ignore the –1 to passes in very
sunny weather. Araby teams have a –1 to pickups and catches in blizzards. Araby
stadiums must be located in the Southern provinces.
Bretonnian – rerolls 60,000 apothecary 50,000
0-12 Man-At-Arms 6 3 3 8 no skills 50,000 (Gen only)
0-2 Squires 6 3 3 8 Sure Hands, Pass 70,000 (Gen, Pass)
0-2 Knights of the Realm 7 3 3 8 Nerves of Steel, Dodge 90,000
(Gen, Ag)
0-2 Grail Knights 6 4 3 9 Block, Stand Firm 140,000 (Gen, St)
Special players (max of 2)
0-1 Priestess 6 3 3 8 Spellcaster Level 1, Blessing 100,000
(Gen, Magic) replaces a Man-At-Arms
0-2 Knights of the Realm 7 3 3 8 Nerves of Steel, Dodge 90,000
(Gen, Ag) replaces a Squire
0-2 Grail Knights 6 4 3 9 Block, Stand Firm 140,000 (Gen, St)
replaces a Knight of the Realm
Special rules
Bretonnian teams may never take dirty tricks, nor may they ever
foul.
Chaos – rerolls 70,000 apothecary 50,000
0-12 Beastmen 6 3 3 8 Horns 60,000 (Gen, St, Phy)
0-4 Chaos Warriors 5 4 3 9 no skills 100,000 (Gen, St, Phy)
1 Chaos Champion 5 4 3 9 skill depends on deity 120,000 (Gen,
St, Phy)
Khorne grants Frenzy,
Nurgle grants Foul Appearance, Slaanesh grants Hypnotic Gaze, Tzeentch grants
Regeneration
Special players (max of 2)
0-1 Chaos Priest 5 4 3 9 Spellcaster Level 1, Dark Initiation
200,000 (Gen, St, Phy, Magic) replaces a Chaos Warrior
0-2 Minotaurs 5 5 2 8 Horns, Thick Skull 130,000 (St, big guy)
replaces a Chaos Warrior
0-2 Ogres 5 5 2 9 Thick Skull 130,000 (St, big guy) replaces a
Chaos Warrior
0-2 Trolls 4 5 1 9 Regenerate 110,000 (St, big guy) replaces a
Chaos Warrior
Special rules
Chaos teams MUST have a Champion on their roster. If he dies,
the next purchase MUST be a new Champion. The new Champion may serve a new
deity.
Chaos Dwarf
– rerolls 50,000
apothecary 50,000
0-12 Hobgoblins 6 3 3 7 no skills 40,000 (Gen only)
0-6 Chaos Dwarf Blockers 4 3 2 9 Block, Tackle, Thick Skull
70,000 (Gen, St)
0-2 Bull Centaurs 6 4 2 9 Sprint, Sure Feet, Thick Skull 150,000
(St, big guy)
Special players (max of 2)
0-1 Blacksmith 4 3 2 9 Block, Tackle, Thick Skull, Spellcaster
Level 1, Rune of Fear 140,000 (Gen, St, Magic) replaces a Chaos Dwarf
0-2 Minotaurs 5 5 2 8 Horns, Thick Skull 130,000 (St, big guy)
replaces a Bull Centaur
0-2 Blunderbuss 4 3 2 9 Block, Tackle, Thick Skull, Blunderbuss
(10+) 90,000 (Gen, St) replaces a Chaos Dwarf
Special rules
No special rules for Chaos Dwarves.
Dark Elf – rerolls 50,000 apothecary 50,000
0-12 Linemen 6 3 4 8 no skills 70,000 (Gen, Ag)
0-2 Throwers 6 3 4 8 Pass 90,000 (Gen, Ag, Pass)
0-2 Blitzers 7 3 4 8 Block 100,000 (Gen, Ag)
0-2 Witch Elves 7 3 4 7 Dodge, Frenzy, Jump Up 110,000 (Gen, Ag)
Special players (max of 2)
0-1 Sorceror 6 3 4 8 Spellcaster Level 1, Tormented Soul 140,000
(Gen, Ag) replaces a lineman
0-2 Blitzers 7 3 4 8 Block 100,000 (Gen, Ag) replaces a lineman
0-2 Witch Elves 7 3 4 7 Dodge, Frenzy, Jump Up 110,000 (Gen, Ag)
replaces a thrower
0-2 Assassins 6 3 4 8 Poisoned Dagger (10+) 90,000 (Gen, Ag)
replaces a lineman
Special rules
Dark Elves suffer an additional –1 to passes in very sunny
weather.
Dwarf – rerolls 40,000 apothecary 50,000
0-12 Longbeards 4 3 2 9 Block, Tackle, Thick Skull 70,000 (Gen,
St)
0-2 Runners 6 3 3 8 Sure Hands, Thick Skull 80,000 (Gen, Pass)
0-2 Blitzers 5 3 3 9 Block, Thick Skull 80,000 (Gen, St)
0-2 Troll Slayers 4 3 2 8 Block, Dauntless, Frenzy, Thick Skull
90,000 (Gen, St)
Special players (max of 2)
0-1 Runesmith 4 3 2 9 Block, Tackle, Thick Skull, Spellcaster
Level 1, Rune of Deflection 140,000 (Gen, St, Magic) replaces a Longbeard
0-2 Blitzers 5 3 3 9 Block, Thick Skull 80,000 (Gen, St)
replaces a Longbeard
0-2 Troll Slayers 4 3 2 8 Block, Dauntless, Frenzy, Thick Skull
90,000 (Gen, St) replaces a Runner
0-2 Deathrollers 4 7 1 10 Mighty Blow, Stand Firm, Multiple
Block, Roller (7+), PEAKED 160,000 replaces a Blitzer
Special rules
No special rules for Dwarves.
Feline – rerolls 70,000 apothecary 50,000
0-12 Purrers 6 3 3 7 Jump Up 50,000 (Gen, Ag)
0-4 Snarlers 6 3 3 8 Block, Jump Up 80,000 (Gen, Ag)
0-2 Scurriers 8 2 3 7 Dodge, Jump Up 70,000 (Gen, Ag)
Special players (max of 2)
0-1 Wauler 6 3 3 7 Jump Up, Spellcaster Level 1, Caterwauling
100,000 (Gen, Ag, Magic) replaces a Purrer
0-2 Slashers 6 4 3 8 Claw, Jump Up 140,000 (Gen, St) replaces a
Snarler
0-2 Scurrier 8 2 3 7 Dodge, Jump Up 70,000 (Gen, Ag) replaces a
Purrer
Special rules
If the weather is pouring rain, at each kickoff roll a d6 for
each Feline player. On a 1, that player stays in the reserve box.
Goblin – rerolls 60,000 apothecary 50,000
0-16 Goblins 6 2 3 7 Dodge, Stunty, Right Stuff 40,000 (Ag)
0-3 Trolls 4 5 1 9 Regeneration 110,000 (St, big guy)
Special players (max of 3)
0-1 Botcher 6 2 3 7 Dodge, Stunty, Right Stuff, Spellcaster
Level 1, Evil Twin 80,000 (Ag, Magic) replaces a Goblin
0-3 Ogres 5 5 2 9 Thick Skull 130,000 (St, big guy) replaces a
Troll
0-3 Bombardier 6 2 3 7 Dodge, Right Stuff, Bombs (8+) 60,000
(Ag) replaces a Goblin
0-3 Chainsaws 6 2 3 7 Dodge, Right Stuff, Chainsaw (8+) 60,000
(Ag) replaces a Goblin
0-3 Pogo Sticks 6 2 3 7 Dodge, Right Stuff, Pogo (10+) 60,000
(Ag) replaces a Goblin
0-3 Fanatic 4 2 3 7 Ball and Chain (8+), PEAKED 60,000 replaces
a Goblin
Special rules
Goblins do NOT suffer the +1 to injury rolls. They also throw
passes like any other race.
Halfling – rerolls 60,000 apothecary 50,000
0-16 Halflings 5 2 3 6 Dodge, Stunty, Right Stuff 30,000 (Ag)
0-2 Doll Slayers 5 2 3 6 Dauntless, Dodge, Stunty, Right Stuff 50,000
(Gen, Ag)
0-3 Treemen 2 6 1 10 Stand Firm, Thick Skull 150,000 (St, big
guy)
Special players (max of 3)
0-1 Apprentice 5 2 3 6 Dodge, Stunty, Right Stuff, Spellcaster
Level 1, Shift of Power 60,000 (Ag, Magic) replaces a Halfling
0-3 Doll Slayers 5 2 3 6 Dauntless, Dodge, Stunty, Right Stuff 50,000
(Gen, Ag) replaces a Halfling
0-3 Snipers 5 2 3 6 Dodge, Right Stuff, Blowpipe (8+) 50,000
(Ag) replaces a Halfling
0-3 Ogres 5 5 2 9 Thick Skull 130,000 (St, big guy) replaces a
Treeman
Special rules
Halflings do NOT suffer the +1 to injury rolls. They also throw
passes like any other race.
High Elf – rerolls 50,000 apothecary 50,000
0-12 Linemen 6 3 4 8 no skills 70,000 (Gen, Ag)
0-2 Phoenix Warriors 6 3 4 8 Pass 80,000 (Gen, Ag, Pass)
0-2 Lion Warriors 8 3 4 7 Catch 90,000 (Gen, Ag)
0-2 Dragon Warriors 7 3 4 8 Block 100,000 (Gen, Ag)
Special players (max of 2)
0-1 Wizard 6 3 4 8 Spellcaster Level 1, Librarian 140,000 (Gen,
Ag, Magic) replaces a lineman
0-2 Lion Warriors 8 3 4 7 Catch 90,000 (Gen, Ag) replaces a
lineman
0-2 Dragon Warriors 7 3 4 8 Block 100,000 (Gen, Ag) replaces a
Phoenix Warrior
Special rules
No special rules for High Elves.
Human – rerolls 50,000 apothecary 50,000
0-12 Linemen 6 3 3 8 no skills 50,000 (Gen only)
0-2 Throwers 6 3 3 8 Sure Hands, Pass 70,000 (Gen, Pass)
0-4 Catchers 8 2 3 7 Catch, Dodge 70,000 (Gen, Ag)
0-4 Blitzers 7 3 3 8 Block 90,000 (Gen, St)
Special players (max of 2)
0-1 Mage Spellcaster Level 1, Clairvoyance 100,000 (Gen, Magic)
replaces a lineman
0-2 Ogres 5 5 2 9 Thick Skull 130,000 (St, big guy) replaces a
Blitzer
0-2 Vampires 6 4 3 8 Hypnotic Gaze, Regeneration 140,000 (Ag,
big guy) replaces a Catcher
Special rules
No special rules for Humans.
Khemri – rerolls 70,000 apothecary not
allowed
0-12 Skeletons 5 3 2 7 Regeneration 30,000 (Gen only)
0-4 Tomb Guardians 5 3 3 7 Block, Guard, Regeneration 90,000
(Gen, St)
0-2 Mummies 3 5 1 9 Mighty Blow, Regeneration 100,000 (Gen, St)
Special players (max of 2)
0-1 Black Mage 5 3 3 7 Block, Guard, Regeneration, Spellcaster
Level 1, Necromancy 180,000 (Gen, St, Magic) replaces a Tomb Guardian
0-2 Mummies 3 5 1 9 Mighty Blow, Regeneration 100,000 (Gen, St) replaces
a Tomb Guardian
Special rules
Khemri ignore the effects of sweltering heat. Khemri stadiums
must be located in the Southern provinces.
Lizardman – rerolls 60,000 apothecary 50,000
0-12 Skinks 8 2 3 7 Dodge, Stunty 70,000 (Gen only)
0-4 Saurus 6 4 1 9 no skills 80,000 (Gen only)
0-2 Kroxigors 5 5 1 9 Prehensile Tail, Thick Skull 110,000 (St,
big guy)
Special players (max of 2)
0-1 Tinker 8 2 3 7 Dodge, Stunty, Spellcaster Level 1, Swamp
Call 140,000 (Gen, Magic) replaces a Skink
0-2 Saurus 6 4 1 9 no skills 80,000 (Gen only) replaces a Skink
Special rules.
Lizardmen ignore the effects of sweltering heat, but they get –1
MA in blizzards. Lizardmen stadiums must be located in the Southern provinces.
Nippon – rerolls 60,000 apothecary 50,000
0-12 Ashigaru 6 3 3 8 no skills 50,000 (Gen only)
0-2 Throwers 6 3 3 8 Sure Hands, Pass 70,000 (Gen, Pass)
0-2 Samurai 6 3 3 9 Block 80,000 (Gen, St)
0-2 Ninja 8 3 4 7 Dodge, Catch 110,000 (Gen, Ag)
Special players (max of 2)
0-1 Shaolin Priest 6 3 3 8 Spellcaster Level 1, Dragon Claw
100,000 (Gen, Magic) replaces an Ashigaru
0-2 Shaolin Warrior Monk 6 3 3 8 Sidestep, Diving Tackle 100,000
(Gen, Ag) replaces a Thrower
Special rules.
No special rules for Nippon teams.
Norse – rerolls 60,000 apothecary 50,000
0-12 Linemen 6 3 3 7 Block 50,000 (Gen only)
0-2 Throwers 6 3 3 7 Block, Pass 70,000 (Gen, Pass)
0-2 Catchers 6 3 3 7 Block, Catch 70,000 (Gen, Ag)
0-4 Blitzers 6 3 3 7 Block, Frenzy, Jump Up 90,000 (Gen, St)
Special players (max of 2)
0-1 Ice Witch 6 3 3 7 Block, Spellcaster Level 1, Blizzard
100,000 (Gen, Magic) replaces a lineman
0-2 Snow Trolls 4 5 1 8 Block, Regeneration 120,000 (St, big
guy) replaces a Blitzer
Special rules.
Norse players only fall over on a 1 in blizzards, but they are
out on a 1 or 2 with sweltering heat. Norse arenas must be in the Northern
provinces.
Orc – rerolls 60,000 apothecary 50,000
0-12 Linemen 5 3 3 9 no skills 50,000 (Gen only)
0-2 Throwers 5 3 3 8 Sure Hands, Pass 70,000 (Gen, Pass)
0-4 Black Orc Blockers 4 4 2 9 no skills 80,000 (Gen, St)
0-4 Blitzers 6 3 3 9 Block 80,000 (Gen, St)
Special players (max of 2)
0-1 Shaman 5 3 3 9 Spellcaster Level 1, Tattoos 100,000 (Gen,
Magic) replaces a lineman
0-2 Ogres 5 5 2 9 Thick Skull 130,000 (St, big guy) replaces a
Black Orc Blocker
0-2 Trolls 4 5 1 9 Regeneration 110,000 (St, big guy) replaces a
Black Orc Blocker
0-2 Goblins 6 2 3 7 Dodge, Stunty, Right Stuff 40,000 (Ag)
replaces a lineman
Special rules.
No special rules for Orc teams.
Simian – rerolls 70,000 apothecary 50,000
0-12 Mandrills 6 3 3 8 Sure Feet 70,000 (Gen only)
0-2 Monkeys 8 2 4 7 Dodge 70,000 (Ag)
0-4 Orangutans 6 4 3 8 Tackle 120,000 (Gen)
Special players (max of 2)
0-1 Screecher 6 3 3 8 Sure Feet, Spellcaster Level 1, Screech of
Frenzy 140,000 (Gen, Magic) replaces a Mandrill
0-2 Monkeys 8 2 4 7 Dodge 70,000 (Ag) replaces a Mandrill
0-2 Gorillas 5 4 3 9 Thick Skull 120,000 (St) replaces an
Orangutan
Special rules.
Simian arenas must be in the Southern provinces.
Skaven – rerolls 60,000 apothecary 50,000
0-12 Linemen 7 3 3 7 no skills 50,000 (Gen, Phy)
0-2 Throwers 7 3 3 7 Sure Hands, Pass 70,000 (Gen, Pass, Phy)
0-4 Gutter Runners 9 2 4 7 Dodge 80,000 (Gen, Ag, Phy)
0-2 Storm Vermin 7 3 3 8 Block 90,000 (Gen, St, Phy)
Special players (max of 2)
0-1 Warper 7 3 3 7 Spellcaster Level 1, Warpfire 100,000 (Gen, Phy,
Magic) replaces a lineman
0-2 Rat Ogres 6 5 2 8 Prehensile Tail 130,000 (St, big guy) replaces
a Gutter Runner
0-2 Storm Vermin 7 3 3 8 Block 90,000 (Gen, St, Phy) replaces a
Thrower
Special rules.
No special rules for Skaven teams.
Skeleton – rerolls 80,000 apothecary not
allowed
0-15 Skeletons 5 3 2 7 Regeneration 30,000 (Gen only)
0-1 Skeleton King 6 3 2 8 Regeneration, Spellcaster Level 1, Necromancy
100,000 (Gen, Magic)
No special players.
Special Rules.
Skeleton
teams ignore the effects of sweltering heat. There must be a Skeleton King on
your team. If he dies and is not regenerated, the next purchase must be a new
Skeleton King. Skeleton teams can hire a NecroTech for 100k. Once after a game,
the NecroTech can influence the skill roll of a skeleton. Announce his influence
before the actual roll, on a normal skill, roll on the Upgrade table below, on
doubles, choose an upgrade from the table. If a stat increase is rolled that is
not doubles, the skeleton is destroyed and can not be regenerated. Each
successful upgrade costs 20,000 gold pieces. You have to pay for it
immediately, and add the 20k to the player value to make sure the TR is
affected as well. The skeleton is also destroyed if you roll an upgrade it
already has.
D12
Upgrade works like...
1 Big Hand the mutation
2 Big Feet Stand Firm
3 Claw the mutation
4 Extra Arms the mutation
5 Extra Legs Sure Feet
6 Horns the
mutation
7 Prehensile Tail the mutation
8 Razor Sharp Fangs the mutation
9 Spikes the mutation
10 Thick Skull the mutation
11 Two Heads the mutation
12 Very Long Legs the mutation
Undead – rerolls 70,000 apothecary not
allowed
0-12 Skeletons 5 3 2 7 Regeneration 30,000 (Gen only)
0-8 Zombies 4 3 2 8 Regeneration 30,000 (Gen only)
0-4 Ghouls 7 3 3 7 Dodge 70,000 (Gen, Ag)
0-2 Wights 6 3 3 8 Block, Regeneration 90,000 (Gen only)
0-2 Mummies 3 5 1 9 Mighty Blow, Regeneration 100,000 (Gen, St)
Special players (max of 2)
0-1 Black Mage 7 3 3 7 Dodge, Spellcaster Level 1, Necromancy
140.000 (Gen, Ag, Magic) replaces a Ghoul
0-2 Vampire 6 4 3 8 Hypnotic Gaze, Regeneration 140.000 (Ag, big
guy) replaces a Ghoul
Special
rules.
Undead ignore the effects of Sweltering Heat.
Vampire – rerolls 70,000 apothecary 50,000
0-12 Human thralls 6 3 3 8 no skills 50,000 (Gen only)
0-4 Vampires 6 4 3 8 Hypnotic Gaze, Regeneration 140.000 (Ag, big
guy)
1 Blood Prince 6 4 3 8 Hypnotic Gaze, Regeneration, Kindling
200,000 (Gen, Ag)
Special players (max of 1)
0-1 Blood Mage 6 3 3 8 Spellcaster Level 1, Form of Mist 100,000
(Gen, Magic) replaces a thrall
Special Rules.
Vampire
teams MUST have a Blood Prince on their roster. If he dies (and fails
Regeneration), the next purchase MUST be a new Prince. Kindling = as long as
the Prince is on the field ( no matter if standing or prone), all other vampires
gain the Pro skill (not the human thralls). Vampires and the Blood Prince have
ALL their stats reduced by 1 if the weather is very sunny. If Vampires have a
home arena, it MUST be subterranean.
Were – rerolls 70,000 apothecary 50,000
0-12 Humans 6 3 3 8 no skills 50,000 (Gen only)
0-2 Weremonkeys 8 2 4 7 Dodge, Regeneration 90,000 (Ag)
0-4 Werewolves 6 4 3 8 Rage, Regeneration 110,000 (Gen, St)
Special players (max of 2)
0-1 Moon Priestess 6 3 3 8 Spellcaster Level 1, Taming the Beast
100,000 (Gen, Magic) replaces a Human
0-2 Weremonkeys 8 2 4 7 Dodge, Regeneration 90,000 (Ag) replaces
a Human
0-2 Werebears 4 5 2 8 Thick Skull, Rage, Regeneration 120,000
(St, big guy) replaces a Werewolf
Special Rules.
Rage =
the player may never hold the ball or try to get hold of it. If the player is
standing next to a standing opponent, he MUST block him, even if the opponent
is stronger. The Were coach may choose which opponent to attack if there is
more than one possibility. This blocking must be the first thing done in a turn,
if you perform any other action before the Rage blocking, then your team suffers
an automatic turnover. EXCEPTION: For obvious reasons, you may cast the Taming
the Beast-spell before checking for Rage, and Special Play Cards (such as
Razzle Dazzle etc.) that can only be played at the start of your turn may be
played before the Rage too.
Wood Elf – rerolls 50,000 apothecary 50,000
0-12
Linemen 7 3 4 7 no skills 70,000 (Gen, Ag)
0-2
Throwers 7 3 4 7 Pass 90,000 (Gen, Ag, Pass)
0-4
Catchers 9 2 4 7 Catch, Dodge 90,000 (Gen, Ag)
0-2
Wardancers 8 3 4 7 Block, Dodge, Leap 120,000 (Gen, Ag)
Special players (max of 2)
0-1 Druid
7 3 4 7 Spellcaster, Level 1, Roots Call 140,000 (Gen, Ag, Magic) replaces a
lineman
0-2 Treemen 2 6 1 10 Stand Firm, Thick Skull 150,000 (St, big
guy) replaces a Catcher
Special Rules.
No special rules for Wood Elves.
Zombie – rerolls 80,000 apothecary not
allowed
0-15 Zombies 4 3 2 8 Regeneration 30,000 (Gen only)
0-1 Zombie Master 5 3 2 9 Regeneration, Spellcaster Level 1,
Necromancy
No special players.
Special Rules.
Zombie
teams ignore the effects of sweltering heat There must be a Zombie Master on
your team. If he dies and is not regenerated, the next purchase must be a new
Zombie Master. Zombie teams can hire a Mad Scientist for 100,000 gold pieces.
After a game, the Mad Scientist can reanimate an opposing player who was killed
and not saved during the match. The re-animated player joins the Zombie team,
he keeps all his skills and Stat increases as well as his SPP. However, since
he is one of the Living Dead now, reduce his MA by 2 and his AG by 1, and he
gains the Regeneration skill. The re-animated player still has access to all
skill classes he could choose from before his death. The player keeps his old
player value, and you have to pay that amount of money before he can play for
your team (mark him as MNG if you don't have the money now). There is no limit
as to how many re-animated players you can have on your team. Players who
already had the skill Regeneration cannot be re-animated. If you choose to
re-animate an opposing spellcaster, he will lose all spells and the ability to
learn spells on a skill roll. Re-animated players 'join' the Zombie race, so
they ignore Sweltering Heat, but do not benefit anymore from the racial
abilities of their original race. You may carry a full roster and fire a zombie
to make room for a new recruit.
Big Guy
Teams – rerolls 80,000
apothecary 50,000
6 - 12
Ogres 5 5 2 9 Thick Skull 130,000 (St, big guy)
6 - 12
Minotaurs 5 5 2 8 Horns, Thick Skull 130,000 (St, big guy)
6 - 12
Trolls 4 5 1 9 Regeneration 110,000 (St, big guy)
6 - 12
Treemans 2 6 1 10 Stand Firm, Thick Skull 150,000 (St, big guy)
Special Rules.
All
players marked as Big Guys gain skills at the same rate as other players in the
MLAF - so their first skill comes at 6 SPP, their second at 11 SPP and so on. Big
Guys may only choose Strength skills (exception: Vampires may only choose
Agility skills). Should you roll doubles for a Big Guy on a Star Player Roll,
then he may only choose either from his normal skill group or from General
skills. So a Treeman will never gain Jump Up, and a Vampire will never gain
Mighty Blow. All players on a Big Guy team must come from the same race, only
the four races below can be chosen. You may never have more than 12 (twelve)
players on your BG team roster, and only 8 (eight) of them may be fielded for a
kick-off. BG teams are started with 1,000,000 gps too, and they must have at
least 6 (six) players at the start. BG teams may never forfeit without penalty.
BG teams do not have special players or spellcasters.